using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Vector2 mousePosition = new Vector2();
        SpriteFont font;
        Vector2 ballPosition = new Vector2();
        int compteurVitesse = 0;
        int _angle = 320;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            ballPosition.X = 1;
            ballPosition.Y = 1;
            // TODO: use this.Content to load your game content here
            font = Content.Load<SpriteFont>("mafont");
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            Vector2 totalPosition = ballPosition + font.MeasureString("o");

            if (Mouvement.NewPosition(totalPosition, _angle, 4 + (int)compteurVitesse / 100).X >= graphics.PreferredBackBufferWidth)
            {
                _angle = Mouvement.AngleResultat(_angle, Mouvement.Bord.Est);
            }
            if (Mouvement.NewPosition(totalPosition, _angle, 4 + (int)compteurVitesse / 100).Y >= graphics.PreferredBackBufferHeight)
            {
                _angle = Mouvement.AngleResultat(_angle, Mouvement.Bord.Sud);
            }
            if (Mouvement.NewPosition(ballPosition , _angle, 4 + (int)compteurVitesse / 100).X <= 0)
            {
                _angle = Mouvement.AngleResultat(_angle, Mouvement.Bord.Ouest);
            }
            if (Mouvement.NewPosition(ballPosition, _angle, 4 + (int)compteurVitesse / 100).Y <= 0)
            {
                _angle = Mouvement.AngleResultat(_angle, Mouvement.Bord.Nord);
            }

            ballPosition.X = Mouvement.NewPosition(ballPosition, _angle, 4 + (int)compteurVitesse / 100).X;
            ballPosition.Y = Mouvement.NewPosition(ballPosition, _angle, 4 + (int)compteurVitesse / 100).Y;
            compteurVitesse++;
            //mousePosition.X = Mouse.GetState().X;
            //mousePosition.Y = Mouse.GetState().Y;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            spriteBatch.DrawString(font, "o", ballPosition, Color.Red);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
